Ok, FINALLY it's done !! I found the Ubisoft's 3D modeling
for the mechanical grip in F1RS. ; - )))
Yes Fellows, read it CAREFULLY, but i'm very disappointed
about the very easiest way Ubisoft did it.
I found it by analyzing 3 differents setup patterns and i
found the same conclusion about these 3 patterns and this is
why i think that i found the mechanical grip 3D modeling for
F1RS.
First, this is an example that everybody knows about the
Ubisoft by default setups. All those setup except for wings
have this shape:
Front Rebound: 67 Front Bump : 37
Front Spring: 75 Front ARB : 40
Rear Rebound: 50 Rear Bump : 25
Rear Spring : 63 Rear ARB : 46
At this point, i could tell you that Ubisoft conceptors give
us half the answer.
So this is the other half.
If Ubisoft will give to us the right setup, it will be:
Front Rebound : 74 FRont Bump : 37
Front Spring : 75 Front ARB : 25
Rear Rebound : 50 Rear Bump : 25
Rear Spring : 63 Rear ARB : 37
So these are my conclusions:
Front Spring + FRont ARB = 100 %
Rear Spring + Rear ARB = 100 %
Front Spring + Rear Bump = 100 %
Rear Spring + Front Bump = 100 %
NOTA BENE: never go higher than 75 for spring ( even if you
could choose 76 to 100 ) because it's impossible to select
lower than 25 for bump.
FRont Rebound = 2 * Front Bump
Rear Rebound = 2 * Rear Bump
And if your car doesn't react exactly the way you like, just
lower the spring until you have the better grip and follow
these preceeding steps.
All you have to do now it's to adjust your wings for
aerodynamical grip in fast corner and ride height( and bump
*** ) to avoid touching the ground and keep the rear ride
height always higher than front ride height in your
telemetric data.
Guy C?t
Montral
Canada